Have developers ever listened to people's requests?
If I remember ... many asked for a nerf for freddy for example, others asked to optimize the game since its optimization is crap compared to other games, others asked for rewards when reaching rank 1, just to ask and that the most veteran of dead by daylight on the forums answer my question Did developers ever listen to our requests?Half of the people here feel disgusted by each mistake of some new patch or change in a perk or character, I am one of them, the only good thing about all this is the change of the mori, currently no one goes with mori in my games From my point of view...
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All the time: map sizes and tiles, perk nerfs and buffs, killer changes, Rift changes, bloodweb grind and daily reward changes... Yes, they listen to requests. They also have to listen to both sides as well decide what direction they want to go so it might not be exactly what you want, but it might be too. It all depends.
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Yes there was people suggested that Surveillance should be unlimited until it stops regressing or until it’s touched and they did it like that. people suggested that Chucky should be a killer that launch’s onto survivors. we didn’t get that but a original killer that can hint at chuckys appearance and when the killers said start fixing the game to get players back they did just that they got rid of pallet vacuum they nerfed Exhaustion perks DS and buffed STBFL and other perks.
so yes they do listen sometimes they don’t but when they do it’s great and I will admit Twins are not good of a design but there gameplay can hint at Chucky coming.
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Bloodweb grind? The bloodweb is still awful and grindy as ever.
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You think this is bad then you should have seen 2016 back then you wouldn’t get a perk until you were level 5 and you had to get to level 25 to get all 4 perk slots and the characters teachable perks weren’t unlocked at the start and there was no entity to consume the web so it was much worse
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That doesn’t mean it’s not bad anymore. The grind still is pretty bad and the bloodweb still needs a rework.
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Is it true that the max amount of bloodpoints you could get in every category used to be 5000 so you could only max at 20000 a game instead of 32000?
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Too often, and yet not often enough.
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I mean, it's not that they don't actively listen at all.
It's more like:
- They do not actively or properly communicate
- They do not act on the most needed and important things, most likely because they simply are not capable of solving them for whatever reason that might be.
Like half their problems could be solved by a community manager that actually communicates and deals with the barrier between the community and the developers.
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rofl bloodweb grind ok
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Who said it wasn't bad anymore and that it doesn't need a rework. They reworked it twice already because of complaints. Didn't you read what the topic was about? Jesus.
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Yeah, I answered the question. What about it.
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Also... Don't forget that dev get the stats in real-time, so they know what killer/perk should be reworked first even if the community had a different feeling about this.
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Let's see.....
Spirit on release, almost all add-ons and basic ability got nerfed some patches after
Moris got changed
Remember pre-nerf legion?
Ds that activated on first pickup
Unbalanced landing
Toolboxes and gen speed
Kicking gens wasn't a thing, now it is
Freddy rework AND nerf when he was too op with the forever freddy build
Doctor rework which made him fun to play
Upcoming clown rework
Upcoming key rework
They made fixated because people requested a perk that allowed them to see scratch marks
Remember old borrowed time?
Remember when a survivor could vault a window infinitely?
Infinites are no more
Old grab animation that lasted 10 seconds now is lighting fast
Hag doesn't take 10 years to setup now
Gee, I don't know!
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There is already a lot of stuff mentioned here, but one of the best things they did was hiding the killer perks in the score screen until the trial was over.
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Actually, yes. Remember old really good nurse? Survivors asked to nerf her for a long time. Now she's just good. I guess they do.
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Because it doesn't count. Still the majority of the DbD community are complaining and have been complaining for years but we've yet to see a real actual rework. Also, you gotta chill.
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They listen, but they don't mind do something about it.
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What do you mean it doesn't count? It does because it fixed the problem *at that time*. Huh?
Fast forward a couple more years and we have another problem which they have already suggested that they're aware of... due to consumer complaints. It's just a matter of time before they fix it again.
Also, I'm never unchill on this forum. That was a nudge to read the question instead of complaining just to complain. I wouldn't even be responding to you if the post was asking for your opinion about the bloodweb, but it's not.
Post edited by steezo_de on0 -
No, that's not true. It was tied to the pipping system they had before the emblems. If you got 4x 5000 points, you got a double pip. The counter still got over 5000 to 8000, but when your circle was full, you knew you had enough in that category for progress to a pip.
If I remember correctly, around 15k gave you a pip. Less than that a black or depip. Above like 20k double pip.
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It’s doubtful that they bother much with all of the negativity and complaining that often encompasses the requests of players, especially on the forums.
Donella generates the surveys, reads through and compiles all the information gathered from players, then the devs discuss and implement changes accordingly.
Content creators/ fog whisperers have good connection with the developers, as well.
So, I would say Devs absolutely do listen to suggestions and ideas, also desires and requests of players.
It takes time, effort and in-depth scheduling to get it all into motion before it’s implemented.
All of that is well above my pay grade tho
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Yes, i asked for "end game timer" after the gates opened and 6 months later they introduced the end game collapse. You're welcome.
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They've never officially listened to people but there are sus things.
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A big request they listened to that was just objectively bad for the game was making it so pallets blocked attacks at any phase of the swing. At game launch, pallets only blocked attacks if near perfectly timed, effectively making them a tool to use that results in you taking damage but getting more effective distance on your on hit speed boost.
This sounds bad, but remember this was back when survivors were much faster, so that let you REALLY haul ass and be on the entire other side of the map. Enduring was pretty mandatory those days.
You could also pre-drop them to cut off an angle, and again because survivors were so fast back then pre-speed and vault nerf, that resulted in a pretty absurd distance gain if the killer had to break or go around.
But despite this being relatively fair with how the game was played at the time (higher survivor speed meant that stealthy play was ironically better, as breaking chases was much easier as you displaced more distance on the killer if you broke LOS and changed directions a few times before they realized what happened and suddenly had a massive area to search, and weaker resources meant it was more important to know how to do this), it was very not intuitive: new players were upset that they used pallets and got hurt. So pallets were made so strong killers basically couldn't hurt you if you threw one, which utterly broke the game and made pallet looping truly ridiculous and survivor utterly braindead.
Eventually this was semi-reverted after the game got so unplayable for killer as a result of pallets basically resetting chases to a 20 meter chase distance every pallet that there was a strike, which forced the devs to make it so that pallets weren't a total safe zone anymore. They didn't seem to completely revert it though, as now its much easier to block a hit while also stunning the killer with a pallet. Which kinda makes sense because this was well after survivor speeds were set to 4.0. But vacuum pallet completely changed DBD's design to go from focusing on hard LOS breaks and misdirects to looping and interacting a lot with the killer over a long period of time while remaining safe. A lot of survivors just flat out never have learned how to break a chase ever because you can get good enough at looping to consistently hold the killer for 10 minutes, and while that takes WAY more skill than it used too its interesting to see how this is biting people in the rear now that maps are getting actual deadzones to help force you to want to play stealthily sometimes again.
Also swivelhook was a big one, and one that was actually a good idea. I was against it at the time, but it grew n me. It still is part of the canon of 'Devs listen to survivor complaints and make QOL changes for them VERY fast while killer QOL takes forever and ever to be 'tested' and tends to be very lackluster or even a way to make the game worse for them, like EGC.
In general its less that the devs do literally what people say (Famously, but perhaps not famously enough, around devstream 37 they basically told people complaining about camping and tunneling to just stop already because any further nerfs to it just won't ever happen, basically a 'Get good' to the community) and will more keep track of major points of community contention and maaaaybe do stuff about it and not necessarily in any order. Like hatch standoffs were a real drag on the game forever and took months to change, and they still haven't really done anything about accessibility issues such as colorblind modes or removing the button mashing element from phase 2 of hooking.
This is subpar, but the 'nerf plz' scrubculture of DBD is strong enough that I do appreciate devs being not very hasty about instantly changing stuff. DBD is one of the worst competitive communities I have seen for even veteran players who are good at the game participating in scrub culture because for them the appeal of the game is kinda just styling on people rather than actually playing an interesting game, often called 'Ochido wannabies' after a streamer who played in this style (And who seems to have cleaned up his act quite a bit after being banned for basically making the community into a cesspool that did this sorta thing, even though his history of this sorta terrible behavior is part of his brand).
Also obviously some DBD players are very delightful. Its just that the community knowledgebase aspect is probably the worst of any game that focuses so much on competitive PVP that I have seen and thus the community's 'mechanical literacy' is very low and thus they don't actually have good feedback to give. And sometimes the bad feedback is on purpose.
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I'm not entirely sure since it was more than 4 years ago, but iirc 5k bps was the top limit of points counted towards your rank progression after a match (pips were vased on BPs earned back then). However, you could actually get 8,000 points in each category, just that the last 3,000 points simply had no effect on your rank.
Then again, I'm not entirely sure I remember it right (or this could be 2nd generation of the score system rather than the 1st one), and I didn't commit for a fact check.
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Yeah, Nightmare's rework was a result of overwhelming negative feedback.
Save The Best For Last's Token system was repeatedly named as a great idea they found as a suggestion.
There's enough other examples.
Whether they listen a lot or "enough" is a whole 'nother discussion, but it's not like they're 100% deaf.
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